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July 28, 2014
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Fabian Fischer's Blog


I try to provide a critical view of the craft of game design in connection to art, psychology, learning and progress.


Fabian Fischer's Comments

Comment In: [News - 07/28/2014 - 09:32]

I just wish they told ...

I just wish they told stories and weren 't so desperately trying to be games. Especially episode 4 of season 2 was a prime example for how severely storytelling and gameplay have to conflict.

Comment In: [Blog - 07/21/2014 - 01:29]

It 's a clear risk/reward ...

It 's a clear risk/reward system. r n r nActually it 's not. Grinding minimizes risks. The way you get your reward is by putting a lot of your life 's time into it, not by taking risky actions. r n r nRogue Legacy: It 's still super problematic. The ...

Comment In: [Blog - 07/22/2014 - 11:15]

Everything that can be invented ...

Everything that can be invented has been invented r n r nI think that 's utterly wrong. The bulk of the industry has focussed on exploring THEMATIC ideas during the last decades. In terms of actual game mechanics, we 've only barely scratched the surface of what 's possible. It ...

Comment In: [Blog - 07/12/2014 - 03:07]

If anything, that 's a ...

If anything, that 's a positive. It incidentally drives games to make true use of what makes them unique. Which is definitely NOT storytelling.

Comment In: [Blog - 07/17/2014 - 06:53]

Exactly, then what does he ...

Exactly, then what does he mean If anything.

Comment In: [Blog - 07/15/2014 - 01:52]

World of Warcraft is a ...

World of Warcraft is a particularly interesting example. When it 's used as an actual strategic game, and not just as a have fun interacting with friends thing, it is very dangerous, because it relies almost exclusively on extrinsic reward schedules. Since all gameplay is essentially a learning experience form ...